Chess game and method of play

ABSTRACT

A computer-based system for receiving, analyzing, processing, managing and sending personal health information, and other information in conjunction with use of one or more personal nebulizer or vaporizing devices and personal breath analysis devices. System devices include a personal nebulizer or vaporizing unit with a mouthpiece, which may be detachable and replaceable. The mouthpiece includes an orifice through which vapor is emitted. The substance to be vaporized is contained in an ampoule inserted into the device, where the substance enters an atomization chamber where vaporization is achieved through piezoelectric transducers or atomizers providing sonic or ultrasonic vibration. The substance includes a variety of therapeutic, homeopathic, or naturopathic formulations, remedies, or serums.

This application is a continuation of U.S. application Ser. No.14/807,836, filed Jul. 23, 2015, which claims benefit of and priority toU.S. Provisional Application No. 62/028,100, filed Jul. 23, 2014, andNo. 62/193,112, filed Jul. 16, 2015, by Joseph Dowell, and is entitledto those filing dates for priority. The specifications, figures,appendices, and complete disclosures of U.S. Provisional ApplicationNos. 62/028,100 and 62/193,112 and U.S. application Ser. No. 14/807,836are incorporated herein in their entireties by specific reference forall purposes.

FIELD OF INVENTION

This invention relates to an apparatus and method for playing games, andmore specifically to an apparatus and method for playing a variant ofthe game of chess.

BACKGROUND OF THE INVENTION

The game of chess has been known for hundreds of years, and continues tobe a popular game due to its strategic complexity. An extensive historyand analysis of the game of chess is disclosed in Duke, U.S. Pat. No.5,690,334, which is incorporated herein in its entirety by specificreference for all purposes. However, the traditional or orthodox game ofchess has a limited number of pieces, is played on a relatively small8×8 square board, and is limited to two players.

A number of variants of the game of chess have been invented. Duke,cited above, modified the game board to a 10×8 square board with a newpiece added. Svatovic, U.S. Pat. No. 8,448,946, modified the game boardto a 10×10 square board, also with a piece (the esquire) added. Guyer,U.S. Pat. No. 8,678,390, modified the game board to be a 7×7diamond-shaped board with hexagonal spaces, using a sub-set of thestandard chess pieces. And Mattlage, U.S. Pat. No. 6,592,123, modifiedthe game board to be circular, with 72 spaces arranged in concentriccircles. U.S. Pat. Nos. 6,592,123; 8,448,946; and 8,678,390 areincorporated herein in their entireties by specific reference for allpurposes.

SUMMARY OF INVENTION

In various embodiments, the present invention comprises a game which isa fantasy-based variant of chess. It can be played by two to six playerson one of several distinct game boards. Game boards are two-dimensional,and comprise a plurality of square or hexagonal play spaces arrangedinto a variety of polygonal shapes. As described below, each board isreferred to as a “realm.”

In a two-player embodiment (the “Wizard Realm”), the board comprises an8×14 center section, with two 2×10 player home areas or rows extendingfrom the center of opposing sides of the center section, all with squareplay spaces. Four single special play spaces extend from each corner ofthe center section. Each of the two players starts with 21 matchingpieces: the set of standard 16 chess pieces, plus five additionalpieces. Certain areas of the board are specially marked, as describedbelow.

In a four-player embodiment (the “Dragon Realm”), the board comprises a14×14 center section, with four 2×10 player home rows extending from thecenter of each side, all with square play spaces. Four single specialplay spaces extend each from each corner of the center section. Each ofthe four players starts with 21 matching pieces: the set of standard 16chess pieces, plus five additional pieces. Certain areas of the boardare specially marked, as described below.

In a three-player embodiment (the “Bishop Realm”), the board comprises acenter section with a plurality of hexagonal play spaces forming ahexagon with 7 hexagonal play spaces along each edge. Three singlespecial hexagonal play spaces extend each from every other vertex of thecenter section, while clusters of 23 hexagonal spaces form a player homearea centered on the other vertices. Each of the three players startswith 21 matching pieces: the set of standard 16 chess pieces, plus fiveadditional pieces. Certain areas of the board are specially marked, asdescribed below.

In a six-player embodiment (the “Melee Realm”), the board comprises acenter section with a plurality of hexagonal play spaces forming ahexagon with 9 hexagonal play spaces along each edge. Six pairs ofspecial hexagonal play spaces extend from near the center of each edgeof the hexagonal center section, while a cluster of 8 hexagonal spacescentered on each vertex form a player home area (including the vertex).Each of the players starts with 13 matching pieces, including one eachof the five additional pieces. Certain areas of the board are speciallymarked, as described below.

In a five-player embodiment (the “Siege Realm”), the board comprises acenter section with a plurality of hexagonal play spaces forming ahexagon with 11 hexagonal play spaces along each edge. Three singlespecial hexagonal play spaces extend each from every other vertex of thecenter section, while three pairs of special hexagonal play spacesextend from near the center of three alternating edges of the hexagonalcenter section. Clusters cluster of 10 hexagonal spaces each centered onthree alternating vertices (i.e., the vertices without special hexagonalplay spaces) form a player home area (including the vertex). Certainspaces around the center are designated as impassible (e.g., castlewalls). Players are designated as attacking or defending. Each of theattacking players starts with 15 matching pieces, including one each ofthe five additional pieces. The defending players start with a total of43 pieces, including three each of the five additional pieces. Only onedefending king is used. Certain areas of the board are specially marked,as described below.

Each of the above boards shares the following specially-marked spaces:Dragon Squares or Spaces—marked by red flame; allows Dragon pieces tofly across the board. Isolated Dragon Squares or Spaces that extend fromthe corners or vertices of a board may be referred to as “Dragon Lairs.”

Wizard Squares or Spaces—marked by silhouette of a wizard with stars;controls a “Wizard Zone” comprising a zone of contiguous spaces markedwith a star.

For the two, three and four player games, each player controls the 16pieces of standard chess (King, Queen, Rook, Bishop, Knight, Pawn), plusfive additional pieces. Unless otherwise noted herein, the movement ofthe standard chess pieces is according to the orthodox rules of chess.For the 5 and 6 player games, each player controls a subset of thosepieces.

In addition to the standard chess pieces (King, Queen, Rook, Bishop,Knight, Pawn), the new pieces are the Beast, the Giant, the Mercenary,the Wizard, and the Dragon. The starting positions, movement rules, andcapture rules for the pieces can vary depending on the board used, andare set forth more fully in the attached appendix to the specification,which is incorporated herein by specific reference.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1A shows a two-person playing board with pieces in startingpositions.

FIG. 1B shows a two-person playing board with pieces in alternativestarting positions.

FIG. 2A shows a four-person playing board with pieces in startingpositions.

FIG. 2B shows a four-person playing board with pieces in startingpositions.

FIG. 3A shows a three-person playing board with pieces in startingpositions.

FIG. 3B shows a three-person playing board with pieces in startingpositions.

FIG. 4A shows a six-person playing board with pieces in startingpositions.

FIG. 4B shows a six-person playing board with pieces in startingpositions.

FIG. 5A shows a siege playing board with pieces in starting positions.

FIG. 5B shows a siege playing board with pieces in starting positions.

DETAILED DESCRIPTION OF EXEMPLARY EMBODIMENTS

In various exemplary embodiments, the present invention comprises a gamewhich is a fantasy-based variant of chess. It can be played by two tosix players on one of several distinct game boards (see FIGS. 1 through1 -). Game boards are two-dimensional, and comprise a plurality ofsquare or hexagonal play spaces arranged into a variety of polygonalshapes. Square play spaces alternate in color (e.g., light, dark), whilehexagonal play spaces may be arranged in concentric rings or “circuits”of alternating color (e.g., light, dark). As described below, each boardis referred to as a “realm.”

In a two-player embodiment (the “Wizard Realm”, FIG. 1A), the board 100comprises an 8×14 center section 102, with two 2×10 player home areas orrows 104 extending from the center of opposing sides of the centersection, all with square play spaces. Four single special play spaces 50extend from each corner of the center section. Each of the two playersstarts with 21 matching pieces: the set of standard 16 chess pieces,plus five additional pieces 20, 22, 24, 26, 28. Certain areas of theboard are specially marked 60, 70, as described below.

FIG. 1B shows the board 100 of FIG. 1A, with a set of pieces in analternative starting positions. The set of pieces for the second playerwould start in similar corresponding alternative positions.

In a four-player embodiment (the “Dragon Realm”, FIG. 2A), the board 200comprises an 14×14 center section 202, with four 2×10 player home rows204 extending from the center of each side, all with square play spaces.Four single special play spaces 50 extend each from each corner of thecenter section. Each of the four players starts with 21 matching pieces:the set of standard 16 chess pieces, plus five additional pieces 20, 22,24, 26, 28. Certain areas of the board are specially marked 60, 70, asdescribed below.

FIG. 2B shows the board 200 of FIG. 2A, with a set of pieces in analternative starting positions. The set of pieces for the other playerswould start in similar corresponding alternative positions.

In a three-player embodiment (the “Bishop Realm”, FIG. 3A), the board300 comprises a center section 302 with a plurality of hexagonal playspaces forming a hexagon with 7 hexagonal play spaces along each edge.Three single special hexagonal play spaces 50 extend each from everyother vertex of the center section, while clusters of 23 hexagonalspaces form a player home area 304 centered on the other vertices. Eachof the three players starts with 21 matching pieces: the set of standard16 chess pieces, plus five additional pieces 20, 22, 24, 26, 28. Certainareas of the board are specially marked 60, 70, as described below.

FIG. 3B shows the board 300 of FIG. 3A, with a set of pieces in analternative starting positions. The set of pieces for the other playerswould start in similar corresponding alternative positions. Note alsothat the board has been modified so that interior Dragon squares havebeen shifted two hexes, as shown. Further, the player home areas may bereduced in size by elimination of one, two or more hexagonal playspaces, as shown (i.e., in FIG. 3B, the player home areas are shown with21 hexagonal play spaces).

In a six-player embodiment (the “Melee Realm”, FIG. 4A), the board 400comprises a center section 402 with a plurality of hexagonal play spacesforming a hexagon with 9 hexagonal play spaces along each edge. Sixpairs of hexagonal play spaces (one marked as special) 52 extend fromnear the center of each edge of the hexagonal center section, while acluster of 8 hexagonal spaces centered on each vertex form a player homearea (including the vertex) 404. Each of the players starts with 13matching pieces, including one each of the five additional pieces 20,22, 24, 26, 28. Certain areas of the board are specially marked 60, 70,as described below.

FIG. 4B shows the board 400 of FIG. 4A, with a set of pieces in analternative starting positions. The set of pieces for the other playerswould start in similar corresponding alternative positions. Note alsothat the board has been modified so that the player home areas may beincreased in size by addition of one, two or more hexagonal play spaces,as shown (i.e., in FIG. 4B, the player home areas are shown with 10hexagonal play spaces). Further note that each set of pieces has beenexpanded by two in this variation, so that each of the players startswith 15 pieces.

In a five-player embodiment (the “Siege Realm”, FIG. 5A), the board 500comprises a center section 502 with a plurality of hexagonal play spacesforming a hexagon with 11 hexagonal play spaces along each edge. Threesingle special hexagonal play spaces 50 extend each from every othervertex of the center section, while three pairs of hexagonal play spaces(one marked as special) 52 extend from near the center of threealternating edges of the hexagonal center section. Clusters cluster of10 hexagonal spaces each centered on three alternating vertices (i.e.,the vertices without special hexagonal play spaces 50) form a playerhome area (including the vertex) 504. Certain spaces 520 around thecenter are designated as impassible (e.g., castle walls). Pieces cannotmove onto, through or jump over castle walls. Players are designated asattacking or defending. Each of the attacking players starts with 15matching pieces, including one each of the 5 additional pieces 20, 22,24, 26, 28. The defending players start with a total of 43 pieces,including three each of the five additional pieces 20, 22, 24, 26, 28.Only one defending king is used. Certain areas of the board arespecially marked 60, 70, as described below.

FIG. 5B shows the board 500 of FIG. 5A, with a set of pieces in analternative starting positions. The set of pieces for the other playerswould start in similar corresponding alternative positions. Note thatsome Dragon spaces have been shifted to new locations. Note also thatthe board has been modified so that the player home areas may beincreased in size by addition of one, two or more hexagonal play spaces,as shown (i.e., in FIG. 5B, the player home areas are shown with 10hexagonal play spaces, similar to the board of FIG. 4B). Further notethat each set of pieces has been expanded by two in this variation, sothat each of the players starts with 15 pieces (similar to the pieces ofFIG. 4B).

Each of the above boards shares the following specially-marked spaces:

1. Dragon Squares or Spaces 60—marked by red flame; allows Dragon piecesto fly across the board. Isolated Dragon Squares or Spaces 50 thatextend from the corners or vertices of a board may be referred to as“Dragon Lairs.”

2. Wizard Squares or Spaces 70—marked by silhouette of a wizard withstars; controls a “Wizard Zone” comprising a zone of contiguous spacesmarked with a star.

While the figures show embodiments with certain locations for specialspaces, in alternative embodiments, these special spaces can be placedin alternative locations on the board. Similarly, the startingconfigurations for the pieces can vary from the configurations shown inthe exemplary figures.

For the two, three and four player games, each player controls the 16pieces of standard chess (King, Queen, Rook, Bishop, Knight, Pawn), plusfive additional pieces. Unless otherwise noted herein, the movement ofthe standard chess pieces is according to the standard or orthodox rulesof chess (such as the F.I.D.E. Laws of Chess). For the five and sixplayer games, each player controls a subset of those pieces. Startingpositions are as shown in FIGS. 1-5 , although different startingconfigurations may be used for alternative embodiments of each game. Inthe two and three player games, each player plays individually, whilethe other games allow for individual or team play. The five player gameis particularly designed for team play.

In addition to the standard chess pieces (King, Queen, Rook, Bishop,Knight, Pawn), the new pieces are the Beast 20, the Giant 22, theMercenary 24, the Wizard 26, and the Dragon 28. The starting positions,movement rules, and capture rules for the pieces can vary depending onthe board used, and are set forth more fully in the attached appendix tothe specification, which is incorporated herein by specific reference.The goal of each game is to checkmate the opponent's (or opponents')kings. As with orthodox chess, players may resign, and games can end ina draw.

The game proceeds by each player choosing their color, either byagreement, by taking turns, by random selection, or other means known inthe art. The first player can be determined in a similar manner, or onecolor can be established as the default starting color (e.g., black maybe the first to move). Players then alternative turns, making one moveat a time. For three or more players, turns may be taken in a clockwiseor counterclockwise direction.

Starting positions generally are in player home areas, which in mostcases are offset from the main board, typically between two Dragon lairs(the Siege board is an exception). A player's Dragon piece generallybegins on the Dragon square positioned in front of the correspondingplayer home area.

If a player makes a legal move with a piece to a space occupied by apiece of an opposing player, the opposing player's piece is captured(removed from the board). Certain pieces, such as Giants and Dragons,may capture additional opposing pieces located on spaces bordering thespace to which they move (thereby allowing multiple pieces beingcaptured in a single move).

As with orthodox chess, most pieces cannot move through or “jump” otherpieces. Only the Knight, Bishop (on hexagonal-based boards), Beast,Dragon, and Wizard can “jump” other pieces. The Beast jumps like theKnight, the Dragon jumps only when flying to an unoccupied Dragon space,the Wizard jumps only when moving from one Wizard space to an unoccupiedWizard space, and the Bishop can jump on hexagonal-based boards from oneconcentric circuit to another of the same color. Specific details onmovement of these pieces is described below.

Diagonal movement on the rectilinear boards with square spaces is as inorthodox chess. For hexagonal-based boards, movement along the circuits(the row or ring of same-colored hexagonal spaces that circles the boardto reconnect to itself) is analogous to diagonal movement. For example,a Queen that starts on a circuit may travel that entire circuit ifunimpeded, but must end somewhere on that circuit other than theoriginating space (returning back to the originating space along anunimpeded circuit does not constitute a move).

The Dragon moves like a King: one space at a time, in any direction,including diagonally. Dragons also can fly to an unoccupied Dragonsquare for that player (i.e., marked with that player's color), and maydo from anywhere on the board. If a Dragon square is occupied, theDragon may not move to that space (i.e., the Dragon cannot capture thepiece occupying that space by flying to the space). If an opposingDragon has been slain, then the Dragon squares for that opponent becomeavailable for any other Dragon to fly to. Any piece, friendly or not(including pieces from its own army), that is in a space adjacent to aDragon at any time is incinerated (i.e., captured) and removed from theboard. Any piece that moves to a space adjacent to a Dragon isincinerated and immediately removed. A Dragon may be captured by anenemy piece able to capture at least two spaces beyond their ownstarting position. When a Dragon is moved adjacent to another Dragon,both Dragons are removed from the board. When a Giant is moved adjacentto a Dragon, and the Dragon is in one of the three capture spacescontrolled by the Giant, both the Dragon and Giant are removed from theboard. When a Dragon is moved adjacent to an enemy King, the King isimmediately removed from the board (this is a form of checkmate called“Deathmate”, and ends the game if only two players remain active).

Giants generally may only move forward, and thus facing is important forthis piece. Giants start out facing the side of their space relative totheir initial starting position. Giants may move forward one or twospaces, or more diagonally forward left or right one or two spaces,maintaining that facing. Giants capture any enemy pieces in the threesquares immediately before them (i.e., the space they are facing, andthe immediately adjacent spaces to the right and left), and thus do notdirectly capture a piece in the orthodox sense. If an enemy piece is inthe space two spaces in front, the Giant cannot move to that space, butonly moves one square forward (or diagonally), and captures that piece.As noted above, if a Giant moves into a space adjacent to a Dragon, andthe Dragon is in the Giant's capture zone, both pieces are removed.However, a Dragon can safely capture a Giant from the side or behind theGiant.

One a Giant has moved as far as possible in the forward direction (i.e.,reached a back rank), the Giant may either reverse direction or clearthe back rank. To reverse direction, the Giant changes facing in thedirection in which it came (i.e., 180 degrees), and proceeds as above.To clear the rank, the Giant may change its facing to the left or rightto indicate the direction of travel along the rank, and move, one squareat a time, along the rank in the direction indicated. The Giant may notreverse direction backwards along the rank. When the end of the rank isreached, or at any point prior to that space, the Giant may elect to“reverse direction” and turn its facing to the direction in which itoriginally came when reaching the back rank (as described above), andproceed back through the game battlefield.

The Beast combines the dynamic movement of the Queen and the Knight. Itmay move like a Queen, or like a Knight, and capture enemy pieces in thesame manner.

The Wizard moves and captures diagonally one or two squares at a time ona square-based board, or one or two hexagons along a line through a faceof a hexagon on a hexagon-based board. A Wizard also may jump from oneWizard space that it occupies at the start of its move to any otherunoccupied Wizard space. A Wizard that reaches a Wizard space allows theWizard to control a Wizard Zone, indicated by a grouping of starredspaces around that Wizard space. Enemy pieces within the zone areprevented from moving until the Wizard moves from the Wizard space or iscaptured. Some boards, such as the Melee board, have a unique masterWizard space on the board (i.e., in the center), that controls allWizard spaces and associated zones simultaneously. A Wizard in themaster Wizard space supersedes the effect of a Wizard in any of theother Wizard spaces, allowing movement by that player's pieces in allzones, and prevents enemy Wizards from moving as well. Enemy pieces canmove into or across the zone, and can thereby even capture pieces withinthe zone, as long as the enemy attack or movement originates outside thezone. If the enemy piece moves within the zone to capture, then theenemy piece cannot move thereafter, however.

The Queen can move forward, backward, sideways, or diagonally in anydirection along a straight line (or along a circuit, on ahexagonal-based board). She may move any number of spaces, providedthere in no obstructing piece in her path. She captures in the same wayas in orthodox chess.

The Mercenary moves and captures in the same way as the Queen. However,after the Mercenary makes its first capture, it leaves the board.

The King, as in orthodox chess, is the most important piece, althoughnot the most powerful. It moves and captures one space at a time. Itcannot move into “check” or where it would be destroyed (e.g., adjacentto a Dragon). It also cannot move into a Wizard zone controlled by anenemy wizard. While a King may be subject to checkmate as in orthodoxchess, in the present game it can also be dynamically captured (e.g.,incinerated by a Dragon, crushed by a Giant, captured by a Wizardcontrolling a zone). This is referred to as “Deathmate.”

The Bishop moves and captures in a similar manner to orthodox chess,particularly on a square-based board (i.e., diagonally, any number ofspaces as long as unimpeded). On a hexagonal-based board, the Bishoptravels along its circuit of hexagons (of a particular color) any numberof spaces as long as unimpeded. The Bishop also may jump to the nextcircuit of the same color in either direction, with the jump being amove of two hexagons in a straight line (any piece on the hexagonbetween the circuits does not impede movement). Generally speaking, aBishop remains on spaces of the same color as its starting space.However, in games where a single Bishop per player is used, the Bishopis allowed to jump to immediately adjacent circuits of different color,as well as jump two spaces to alternating circuits of the same color.Each change of circuits constitutes a move.

The Knight on a square-based board moves and captures as in orthodoxchess. On a hexagonal-based board, the Knight also moves and captures ina modified “L” shape: forward two hexagonal spaces in a straight line,then one space to the right or left away from the point of origin. TheKnight can jump over other pieces, and captures pieces, as in orthodoxchess.

The Rooks moves perpendicularly across the sides of the space it is onin any direction for any number of spaces, as long as unimpeded. On ahexagonal-based board, the Rook can move in a straight line through anyof the six faces, and does not move based on circuits. It captures thesame way as in orthodox chess, and can be used to castle with the King,as in orthodox chess.

Pawns generally move and capture as in orthodox chess, except that pawnscan move one or two spaces forward throughout the game if unobstructed(not just their first move). In addition, Pawns can move forwarddiagonally one space, even when not capturing an enemy piece. Pawns maybe promoted to any piece per orthodox chess rules, with the followingchanges:

Wizard realm: pawns promote when they reach a space from which nofurther forward movement is possible (thus, the Dragon Lair spaces onthe corners are considered promotion squares).

Dragon realm: pawns promote when reaching any space in the “back rank”in any player's home area (the outside squares along the right and leftsides as well as the opposing side), or when reaching a space from whichno further forward movement is possible (e.g., Dragon Lair spaces)

Bishop realm: pawns promote when reaching any space in the “back rank”in any player's home area, or Dragon Lair space, that is beyond themidway point on the board from that player's starting perspective.

Melee realm: pawns promote when reaching any space in the “back rank” inany enemy player's home area, or Dragon Lair space, that is beyond themidway point on the board from that player's starting perspective.

Siege realm: no promotion permitted.

Castling rules are similar to those for orthodox chess. Castling is notpermitted on the 5 or 6 player boards.

Checkmating rules are similar to those for orthodox chess. A King placein check must move out of check, capture all pieces placing the King incheck, interpose a piece between the King and the attacking pieces toblock the attack (if the attacking piece is not one that can jump overthe interposed piece), or move a Wizard to control the attacking pieces(i.e., prevent them from moving). Check may not originate from within acontrolled Wizard zone, although removing the Wizard's control canpermit check. If an enemy's Wizard moves to a Wizard zone and therebyplace the King within its control zone, the King is considered to be incheck (and movement of the King will not alleviate the check). If thecheck condition is not removed or blocked, the King is checkmated, andthe checkmated army is removed from the field if more than two playersremain active on the board. If there are only two players, the game isover.

As described above, Giants and Dragons can eliminate an King throughDeathmate. Elimination of the King is treated like checkmate, dependingon the number of players remaining active. A Dragon can Deathmate itsown King, thereby causing loss of the game or removal of all of thatplayer's pieces (including the Dragon). As in orthodox chess, a playercan resign on their turn, prior to making any move. Resignation istreated like checkmate, depending on the number of players remainingactive.

Games can result in a draw in a similar manner to orthodox chess: i.e.,if there is no possibility of checkmate for either side, if the partiesrepeat a position three or more times in a row, or if the parties agreeto a draw. If a player is not in check, but has no legal move, the gameresults in a stalemate. The game also may be a draw if there has been nopawn advancement or pieces captured by either player in the last 50moves.

The Siege board, being designed for team play, has some furthermodifications to the above rules. On the Siege board, three playerssurround a castle under siege, and cooperate as the attacking team. Theremaining player cooperate as the defending team, defending a castle inthe center. If there are five players, there are two defenders, eachhandling their own army, and taking turns moving the White pieces. Thedefending team wins when the Black King is checkmated or eliminated(regardless of the status of the other two armies). Likewise, theattacking team wins when the White King is defeated. In one embodiment,play begins with Black, followed by White, and alternating between theattacking team and defending teams thereafter, each player having a turnin order. Players on a team are expected to work cooperatively, formbattle plans, and the like.

The castle wall spaces on the Siege board are impassible (players cannotland on them, or pass through them, even for pieces that can “jump”).The spaces between the castle walls are considered gates, and Pawns andGiants orient themselves by whichever gate they emerge from. There aretwo circuits around the castle walls: an inner circuit, and an outercircuit. Giants and Pawns within the castle may move (one or two spacesin either direction) around the inner circuit that borders the castlewalls until they enter and emerge from a gate, which sets the piece'sorientation as it moves towards the periphery of the board. The circuitthat border the outside of the castle walls similarly is available toattacking Giants and Pawns, which may move around the circuit untilcommitting to an attack at any of the castle gates. Pawns and Giantsdefending the castle only use the inner castle circuit as a specialcircuit, while Pawns and Giants attacking the castle only use the outercastle circuit as a special circuit. Once on a circuit, Giants and Pawnsmay go in either direction along the circuit and must stay on thecircuit until entering a castle gate. All movement by Giants and Pawnsalong their special circuits is one or two spaces at a time (thesecircuits function as normal circuits for all other pieces).

Once a Giant or Pawn enters a gate, it cannot retreat. The forwardorientation is based relative to the center space of the board.Defending Giants and Pawns orient themselves to face directly away fromthe center space, while attacking Giants and Pawns orient themselves toface directly towards the center space.

The attacking or “kill” zone for Giants thus will change as the piecemoves around its respective circuit (facing forward along the circuit inthe direction of movement). For example, an attacking Giant's kill zonewill vary from two to three to four spaces, while a defending Giant'skill zone may two to three to five spaces. Pawns moving on the circuitmove the same as Giants, but they do not have “kill” zones, and cannotcapture pieces on a space directly before them. Pawns may capture whenmoving off the circuit into a gate, unless the capture is consideredforward for the gate chosen.

Pawns and Giants that progress as far as possible to a back rank orDragon Lair may reverse direction (or clear the rank, in the case ofGiants), as described above for Giants. Pawn promotion is not permitted.

Additional information on movement and capture is described in theattached appendix, which is incorporated herein by specific referencefor all purposes.

The boards of the present invention may be embodied as physical boards,or as a computer-based game suitable for play on a computer, tablet,smart phone, or other computing device. In the latter form, the playerscan play over a private or public network (e.g., the Internet) againsteach other locally or remotely, without a computer playing a side. Inalternative embodiments, a computer can play one or more of the sides.

In order to provide a context for the various computer-implementedaspects of the invention, the following discussion provides a brief,general description of a suitable computing environment in which thevarious aspects of the present invention may be implemented. A computingsystem environment is one example of a suitable computing environment,but is not intended to suggest any limitation as to the scope of use orfunctionality of the invention. A computing environment may contain anyone or combination of components discussed below, and may containadditional components, or some of the illustrated components may beabsent. Various embodiments of the invention are operational withnumerous general purpose or special purpose computing systems,environments or configurations. Examples of computing systems,environments, or configurations that may be suitable for use withvarious embodiments of the invention include, but are not limited to,personal computers, laptop computers, computer servers, computernotebooks, hand-held devices, microprocessor-based systems,multiprocessor systems, TV set-top boxes and devices, programmableconsumer electronics, cell phones, personal digital assistants (PDAs),tablets, smart phones, touch screen devices, smart TV, internet enabledappliances, internet enabled security systems, internet enabled gamingsystems, internet enabled watches; internet enabled cars (ortransportation), network PCs, minicomputers, mainframe computers,embedded systems, virtual systems, distributed computing environments,streaming environments, volatile environments, and the like.

Embodiments of the invention may be implemented in the form ofcomputer-executable instructions, such as program code or programmodules, being executed by a computer, virtual computer, or computingdevice. Program code or modules may include programs, objections,components, data elements and structures, routines, subroutines,functions and the like. These are used to perform or implementparticular tasks or functions. Embodiments of the invention also may beimplemented in distributed computing environments. In such environments,tasks are performed by remote processing devices linked via acommunications network or other data transmission medium, and data andprogram code or modules may be located in both local and remote computerstorage media including memory storage devices such as, but not limitedto, hard drives, solid state drives (SSD), flash drives, USB drives,optical drives, and internet-based storage (e.g., “cloud” storage).

In one embodiment, a computer system comprises multiple client devicesin communication with one or more server devices through or over anetwork, although in some cases no server device is used. In variousembodiments, the network may comprise the Internet, an intranet, WideArea Network (WAN), or Local Area Network (LAN). It should be noted thatmany of the methods of the present invention are operable within asingle computing device.

A client device may be any type of processor-based platform that isconnected to a network and that interacts with one or more applicationprograms. The client devices each comprise a computer-readable medium inthe form of volatile and/or nonvolatile memory such as read only memory(ROM) and random access memory (RAM) in communication with a processor.The processor executes computer-executable program instructions storedin memory. Examples of such processors include, but are not limited to,microprocessors, ASICs, and the like.

Client devices may further comprise computer-readable media incommunication with the processor, said media storing program code,modules and instructions that, when executed by the processor, cause theprocessor to execute the program and perform the steps described herein.Computer readable media can be any available media that can be accessedby computer or computing device and includes both volatile andnonvolatile media, and removable and non-removable media.Computer-readable media may further comprise computer storage media andcommunication media. Computer storage media comprises media for storageof information, such as computer readable instructions, data, datastructures, or program code or modules. Examples of computer-readablemedia include, but are not limited to, any electronic, optical,magnetic, or other storage or transmission device, a floppy disk, harddisk drive, CD-ROM, DVD, magnetic disk, memory chip, ROM, RAM, EEPROM,flash memory or other memory technology, an ASIC, a configuredprocessor, CDROM, DVD or other optical disk storage, magnetic cassettes,magnetic tape, magnetic disk storage or other magnetic storage devices,or any other medium from which a computer processor can readinstructions or that can store desired information. Communication mediacomprises media that may transmit or carry instructions to a computer,including, but not limited to, a router, private or public network,wired network, direct wired connection, wireless network, other wirelessmedia (such as acoustic, RF, infrared, or the like) or othertransmission device or channel. This may include computer readableinstructions, data structures, program modules or other data in amodulated data signal such as a carrier wave or other transportmechanism. Said transmission may be wired, wireless, or both.Combinations of any of the above should also be included within thescope of computer readable media. The instructions may comprise codefrom any computer-programming language, including, for example, C, C++,C#, Visual Basic, Java, and the like.

Components of a general purpose client or computing device may furtherinclude a system bus that connects various system components, includingthe memory and processor. A system bus may be any of several types ofbus structures, including, but not limited to, a memory bus or memorycontroller, a peripheral bus, and a local bus using any of a variety ofbus architectures. Such architectures include, but are not limited to,Industry Standard Architecture (ISA) bus, Micro Channel Architecture(MCA) bus, Enhanced ISA (EISA) bus, Video Electronics StandardsAssociation (VESA) local bus, and Peripheral Component Interconnect(PCI) bus.

Computing and client devices also may include a basic input/outputsystem (BIOS), which contains the basic routines that help to transferinformation between elements within a computer, such as during start-up.BIOS typically is stored in ROM. In contrast, RAM typically containsdata or program code or modules that are accessible to or presentlybeing operated on by processor, such as, but not limited to, theoperating system, application program, and data.

Client devices also may comprise a variety of other internal or externalcomponents, such as a monitor or display, a keyboard, a mouse, atrackball, a pointing device, touch pad, microphone, joystick, satellitedish, scanner, a disk drive, a CD-ROM or DVD drive, or other input oroutput devices. These and other devices are typically connected to theprocessor through a user input interface coupled to the system bus, butmay be connected by other interface and bus structures, such as aparallel port, serial port, game port or a universal serial bus (USB). Amonitor or other type of display device is typically connected to thesystem bus via a video interface. In addition to the monitor, clientdevices may also include other peripheral output devices such asspeakers and printer, which may be connected through an outputperipheral interface.

Client devices may operate on any operating system capable of supportingan application of the type disclosed herein. Client devices also maysupport a browser or browser-enabled application. Examples of clientdevices include, but are not limited to, personal computers, laptopcomputers, personal digital assistants, computer notebooks, hand-helddevices, cellular phones, mobile phones, smart phones, pagers, digitaltablets, Internet appliances, and other processor-based devices. Usersmay communicate with each other, and with other systems, networks, anddevices, over the network through the respective client devices.

Thus, it should be understood that the embodiments and examplesdescribed herein have been chosen and described in order to bestillustrate the principles of the invention and its practicalapplications to thereby enable one of ordinary skill in the art to bestutilize the invention in various embodiments and with variousmodifications as are suited for particular uses contemplated. Eventhough specific embodiments of this invention have been described, theyare not to be taken as exhaustive. There are several variations thatwill be apparent to those skilled in the art.

What is claimed is:
 1. A system for managing inhalant devices,comprising: a personal, portable device with an atomization chamber andan ampoule holding chamber, said ampoule holding chamber configured tohold a substance-containing ampoule, and a first mouth port from which auser inhales a nebulized or vaporized substance, wherein the first mouthport is in fluid communication with a first air conduit and theatomization chamber is separate from the ampoule; further comprising adetection chamber, a second mouth port, a second air conduit in fluidcommunication with the second mouth port into which a user exhales, asecond air conduit in fluid communication with the second mouth port,and one or more transducers or sensors disposed in or in proximity tothe detection chamber, wherein the first mouth port is separate from thesecond mouth port and not in fluid communication therewith, and thefirst air conduit is separate from the second air conduit and not influid communication therewith; a plurality of ampoules, each ampoulecontaining a substance comprising one or more therapeutic, homeopathic,or naturopathic formulations, remedies, or serums, further wherein eachampoule is coded with information about the contained substance; and amobile computing device with a microprocessor and a wirelesscommunications chip, wherein the mobile computing device is separatefrom the personal, portable device or the at least one breath analysisdevice; further wherein the microprocessor is programmed to: store dataabout an individual user, said data comprising identification data andhealth data; receive in real time, via electronic communications fromthe personal portable device, use information about the individualuser's use of the substance contained in the inserted ampoule inconjunction with the personal nebulizer or vaporization device, whereinsaid use information includes duration of use and quantity of substanceused; update the individual user's health data with the use informationand substance information; receive in real time, via wirelesscommunications from the personal portable device, a breath analysisresult from a breath analysis test for the user performed with thepersonal portable device; after receiving the breath analysis result,determine in real time, based at least in part of the breath analysisresult, the type of substance and the dosing of said substance to beadministered to said user through said personal device, wherein thebreath analysis result comprises one or more of breath airflow andpressure; and after determining the type and dosing, administer in realtime said substance to the user through said personal device.
 2. Thesystem of claim 1, wherein one or more of said plurality of ampoulescomprises a scannable code or RFID chip, and the personal devicecomprises a scanner or RFID reader.
 3. The system of claim 1, whereinthe microprocessor is further programmed to: determine a health-relatedrecommendation for the individual user.
 4. The system of claim 3,wherein the health-related recommendation comprises a recommendation fora substance or substances to be used in the personal device.
 5. Thesystem of claim 4, wherein the microprocessor is further programmed to:display the health-related recommendation for the individual user on themobile communication device.
 6. The system of claim 1, wherein saidatomization chamber comprises one or more piezoelectric transducers oratomizers configured to vaporize or atomize the substance with sonic orultrasonic energy.
 7. The system of claim 1, wherein the second mouthpiece is removably attached to the personal device.
 8. The system ofclaim 1, wherein the second mouth piece is slidingly attached to thepersonal device.
 9. The system of claim 1, wherein the second mouthpiece is rotatably attached to the personal device.
 10. The system ofclaim 1, the personal device further comprising a wirelesscommunications chip.
 11. The system of claim 1, the personal devicefurther comprising one or more communications ports.
 12. The system ofclaim 1, further comprising a cable adapted to attach the personaldevice to the mobile computing device.
 13. The system of claim 1,wherein the mobile computing device and the personal deviceintercommunicate using short-range wireless communications.